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Forza Horizon 5 - Precompression
Code:
Overall input size: 92.32 GB |
Yakuza Kiwami 2 - From Yakuza's Series 2/7
Code:
Method : srep:m3f:l512+lzma:a1:mfbt4:256m:fb273:mc1000000000:lc8 |
God Of War - BNK Sound Files
1 Attachment(s)
Well, if anyone is interested in hearing/extracting GOW sounds, you can do the following.
They are found here, GodOfWar\exec\wad\pc_le\soundbanks with extension .sdp Open any of the file with HxD, select everything and scroll down until you see BKHD. Delete all hex code to the point you see "BKHD", also delete the highlighted area. Now, you have a bank file. Which can be extracted using armyoftwo.bms (QuickBMS). OR You can use bnkextr, its faster. https://github.com/eXpl0it3r/bnkextr After extracting the bank, you will find alot of .wem files named as .wav Convert them to OGG, if you want to hear them. |
1 Attachment(s)
Thanks for the hint.
You can repack extracted files with plain zip (0 compression, just storing) and create a diff file to patch back to original. Now find a way to do the hex editing for hundreds of files in a batch :p |
Creating diff was also in my mind, but there is no bnk repacker so you can't hope to use WemTool on the inside .wem files, since there would be no way to rebuild them.
If there was a bnkrepacker, we might have saved 150~200 MB (only 1~2 MB compression with WemTool on 80 MB files) BKHD header occurs at different places in different files, i think there is no pattern + we can ignore some 1 KB ~ 1 MB files :D |
Serious Sam: Siberian Mayhem
Start Size: 25.5GB Method: Code:
xtool+msc+srep+lolzNotes: *.gro archives are Zip files. |
Quote:
XTool v0.40 + Reflate = All *.gro - 28 gb > 50 gb..but..error unpack from lolz (it just closed on 6.4%):confused: UPD XTool + zlib+preflate Quote:
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God of War - English Only [Day 1 Patch Not Included]
Code:
Method : srep:m3f:l512+lzma:a1:mfbt4:256m:fb273:mc1000000000:lc8 |
Kapia
Code:
srep+lolz |
Quote:
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I saw those. I think may be a good idea to have another go and use QuickBMS to import the oggs back to their correct spot in the archive. Using oggre in the pipeline would probably cause issues.
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I guess you can just make a xtool database for this.
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There's only about 350mb of OGG audio in the game.
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Neon Abyss
Step 1: 7x bundle files (ignoring StandaloneWindows64) - Use UBT to decompress them, then recompress each bundle and make a patch for each. I ended up with ~16mb of HDiffZ patches in total. When decompressed, the game requires 2.3GB of disk space despite only being 1GB when compressed. Step 2: Compress: Code:
srep+lolz/$mp4=srep+zstd/$bank=srep+razor/$hdiffz=srep |
Rugby 22
Code:
srep+lolz/$wav=msc+srep+lzma2/$mp4=srep+zstdI experienced issues with srep v3.92b with this game so I used srep v3.2 instead. |
what files in Hitman 3 are the patch files ?? i want to replace the originals with patches and save traffic
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HighFleet
Code:
precomp+srep+lolz/$wav=msc+srep+lzma/$mp3=mpz+srep/$ogg=oggre |
Galactic Civilizations IV (Beta)
Code:
21:37:14 - Selected ARC/SPLIT method for Data1a-01.bin was: srep_new+4x4:b64mb:lzma:ultra:64m:bt4:fb273:lc8:mc1000000Code:
Movies\homescreen_logo2.bk2 |
Wanna learn highly compressed repacks
Hey there, I wanna try repacking for fun like fitgirl and every other repacker. If anybody can help please explain to me step by step everything from compressing the game to creating an installer package for it, your help will mean a lot to me I've been trying this for days but failed every time.
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LEGO Worlds [Build 3833060 - ENGLISH ONLY]
Step 1: Unpack game files using QuickBMS + Modified BMS script posted here. Step 2: Patch the game exe as shown here. This will enable the game to run in an unpacked state. Developers deliberately tried to prevent this! Step 2.5 [Optional]: You can separate Voiceover files inside "AUDIO\VO\DX\NARRATOR" directory. Step 3: Compress Code:
srep+lolz/$ogg=srep+lzma2Notes:
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how to use this command with DiskSpanGui2007? when i copy srep+lolz/$wav=msc+srep+lzma2/$mp4=srep+zstd DiskSpanGui2007 answers me the "$wav=msc" method is not supported. |
$wav = $mscpack
$mp4 = $storepack |
Life is Strange: Before the Storm - Remastered
*.Bytes - XTool(v0.12)+srep+lolz 16.3 gb > 19.5 gb > 12,5 gb > 7.8 gb *.usm - srep+lzma2 4.6 gb > 3.6 gb *.awb, *.acb - srep+zstd 1.7 gb > 1.1 gb Rest files - srep+lolz Repack size - 12.7 gb Install size - 22 gb Install time - 5 min (R5 3600) Note. For precompression *.bytes - you need liblz4 v1.9.3 Early versions are not as effective |
For Life Is Strange Remastered, you can extract WWise Audio to use WemTool + separate JP voiceovers. You need QuickBMS:
BMS Script: https://bayfiles.com/L046w1Ffx9/unreal_bms To extract: Code:
quickbms_4gb_files -f "*.wem" unreal.bms pakchunk0-WindowsNoEditor.pak tmpThen eliminate the wem files from the archive with the following commands: Code:
for /f "tokens=*" %%i in ('dir /b /s /a *.wem') do cd.>"%%i" This will reimport empty space where the wems originally were. Then, run wemtool over the extracted wems to compress them. Finally, during decompression, decode the wems with wemtool then reimport them with quickbms Code:
quickbms -w -r unreal.bms pakchunk0-WindowsNoEditor.pak tmp2 |
Code:
for /f "tokens=*" %%i in ('dir /b /s /a *.wem') do cd.>"%%i" Hello masquerade, when I use this command, windows gives me an error: %% was unexpected |
Quote:
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I got confused in the manipulation to do, can you confirm the steps:
I do : 1: quickbms_4gb_files -f "*.wem" unreal.bms pakchunk0-WindowsNoEditor.pak tmp 2: I copy everything in TMP to TMP2 3: for /f "tokens=*" %i in ('dir /b /s /a *.wem') do cd.>"%i" 4: quickbms -w -r unreal.bms pakchunk0-WindowsNoEditor.pak tmp 5: I launch WemTool -e in the TMP2 folder I don't understand this part: Finally, during decompression, decode the wems with wemtool then reimport them with quickbms 6 ???? 7: quickbms -w -r unreal.bms pakchunk0-WindowsNoEditor.pak tmp2 |
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WemTool.exe -d |
excuse me for insisting but I do not understand after this command:
for /f "tokens=*" %i in ('dir /b /s /a *.wem') do cd.>"%i" quickbms -w -r unreal.bms pakchunk0-WindowsNoEditor.pak tmp what do i do with wemtool? |
Read this : https://fileforums.com/showthread.php?t=104859
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God of War BNK Sound Files- Update II
I have already posted about .sbp files of GOW and how to extract them, however i failed to provide a method to compress them while keeping CRC. Here it is,
What do you need? - HxD Editor - QuickBMS & armyoftwo.bms - HDiffz or any delta patcher Notes : - This is not efficient at all. - This method is based on theory (It should work though). - Barely a 2~3 MB gain from 80 MB files (there are two of them). - WemTool doesn't work on localized sound banks. - Time Consuming - While Nulling the files, make sure to use *.wav and *.dat Method: 1. First you have to make the .sbp files compatible with QuickBMS. Follow the link. 2. After converting the .sbp to a compatible version, create diff patches between them, since you deleted a good amount of Hex code, although the patch should be smaller. 3. Extract the new compatible bank using QuickBMS, create a copy of the extracted folder, and null the inside files, follow this guide. Upon extraction, you will see alot of .wavs and .dats, meaning that you are in trouble and you will need to rename them to .wem to make it work with WemTool. (Use PowerRename or anything) 4. During installation, decode the the files using WemTool, then rename them back to their original names . Reimport them using QuickBMS and use the diff patches to patch the data you removed in step 1. Quick Tip: If you are willing the convert the .sbp to compatible version, open it with HxD, search for "BKHD", convert the code to dec, click on the "dot" before BKHD, note the offset, Use Ctrl+E then select from 0 to whatever offset you noted when you searched for BKHD. For Example : Code:
lvl_stn000.sbp | 0 - 18527 | |
Dying Light 2
*.bik -> bpk works *.rpack, navmesh -> just use srep+lolz/lzma/... *.dat -> zlib streams_<lang>.aesp -> some ogg files are inside (~97% ratio) |
Dying Light 2 - Movies
Uses Bink 1 format so bpk works for sure, also stated by KakTor. This game comes with two versions of movies, FHD and 4K. Movies Folder [1.51 GB] [FHD only] Code:
Initial Size : 1.51 GBCode:
Initial Size : 4.40 GB |
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Hello, when there are several styles of files how to make a single BIN? |
Masked compression is your good friend.
Check this out : https://fileforums.com/showthread.php?t=97530 Don't read too much, just the bit where its about masked compression. A game contains files of different formats, so as you said several styles of algorithms are used with desired formats. |
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Make an arc.groups file in the same location as arc.exe and put this: Code:
$Default |
The LEGO Movie 2 Videogame
Step 1: Unpack DAT archives using QuickBMS and this script. Step 2: Apply TTMagic patch (Koalyptus Framework). Step 3: Compress: Code:
srep+lolz/$ogg=srep+LZMA2/$fmv=srep+LZMA2
14GB ===> 4GB |
OUPSsss sorry
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Quote:
https://www.fileforums.com/showthread.php?t=54193 |
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